Heathcliff – A Literary NPC for the Ghastly Affair RPG

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Heathcliff (1782)

The brooding and vengeful antihero of “Wuthering Heights”.

Full Name: Heathcliff (both given name and surname)
Aliases: Mister Heathcliff
Class: Gypsy
Level: 3
Appearance/Most Memorable Characteristic: A tall, powerfully-built man dressed in dark colors. He is of evident Romany descent, with a dark complexion, and black hair which he wears long and un-powdered. His sideburns extend down his cheeks, and his eyebrows are thick. His deeply set eyes are such dark brown as to be almost black. His teeth seem unusually sharp.
Age: 18

Charisma: 16 Intelligence: 10 Wisdom: 15
Strength: 18 Dexterity: 18 Constitution: 18
Perversity: 14
Assets: Seductive, Resistant to Pain, True Love (Catherine Earnshaw)
Afflictions: No Family, Obsessed with Vengeance

Speed: 9
Hit Points: 18
Attacks: 1 (punch, kick, or pistol)
Damage Bonus: +1

Special Abilities: Animal Husbandry (+1), Boxing (+1), Entertainment (+1) [Acting], Gypsy Curse, Sleight of Hand (+1)
Weaknesses: Desired by the Dead, Social Discrimination

Typical Equipment Carried: A set of fine clothes in black, maroon, and indigo blue. A pair of dice. A deck of cards. A severed rabbit’s foot (Talisman of Gambler’s Luck). A small pistol. A walking stick or horse-whip. If outdoors, Heathcliff is very likely to be riding a horse when first encountered, and have one or more hunting (or guard) dogs with him as well. Such dogs will be trained to attack at the slightest provocation.
Residence: Currently, no fixed abode.

Background:

  • 1764: Heathcliff was born, in an unknown place, to a Romany woman.
  • Late Summer, 1771: Mister Earnshaw, an affluent yeoman farmer in Yorkshire, announced to his family that he has decided to walk 60 miles to Liverpool, and would return in three days. Late on the third day he reappeared at his family home, “Wuthering Heights”, with a Romany boy in tow. Mister Earnshaw claimed that he found the child wandering around Liverpool, and was moved by pity to bring him home. Mr. Earnshaw named the boy “Heathcliff”, after a son who had died young. Heathcliff and Mr. Earshaw’s six-year old daughter Catherine quickly grew close, but Catherine’s older brother Hindley instantly hated the young foundling – and beat him at every opportunity thereafter. Nobody pressed Mister Earnshaw on how he managed to cover 40 miles a day on foot across bad moorland roads, or why he was instantly so partial to Heathcliff.
  • 1773: Mrs. Earnshaw died, leaving the Earnshaw children without a mother. Hindley Earnshaw was sent away to college. Heathcliff and Catherine became inseparable, spending long hours playing on the moors around Wuthering Heights.
  • October, 1777: Mr. Earnshaw died in the presence of Catherine and Heathcliff. Sixteen-year old Hindley returned to Wuthering Heights with his new wife, Frances. He spitefully condemned Heathcliff to be a servant at the house, and deprived him of any education. He also frequently ordered the boy to be flogged. None of this stopped Catherine and Heathcliff from secretly seeing each other at every opportunity.
  • November 1777: Catherine and Heathcliff ran to “Thrushcross Grange”, the estate house of the wealthy Linton family. There they were were attacked by guard dogs while spying through a window at young Edgar and Isabella Linton. Catherine was injured, and forced to stay at Thrushcross Grange while she recovered.
  • December 24, 1777: Twelve-year old Catherine Earnshaw returned to Wuthering Heights in the Linton’s carriage, made up and dressed like a young gentlewoman.
  • Christmas Day, 1777: Fifteen-year old Edgar Linton, and eleven-year old Isabella Linton, visited Wuthering Heights. Heathcliff tried to dress up so he can be present at the gathering with Catherine. After being insulted by both Hindley and Edgar, Heathcliff hit Edgar with a tureen of apple sauce. Hindley flogged Heathcliff, who vowed revenge against the young man.
  • June 1778: Hareton Earnshaw was born. Some weeks later his mother Frances died of consumption. Hindley descended into alcoholism after his wife’s death, and eventually all but two servants deserted the house. Edgar Linton began surreptitiously courting Catherine.
  • 1780: Sixteen-year old Heathcliff saved the life of young Hareton Earnshaw, by catching the child when his drunken father Hindley dropped him over an upstairs banister. Later that night, Heathcliff overheard Catherine saying she could never marry him, because it would degrade her. He then ran away from Wuthering Heights to seek his fortune.

Personality and Role-Playing Notes: Heathcliff is fierce, domineering, and easily angered. He is impious to the point of blasphemy – and will even openly implore the aid of Satan. When he pleases he can be extremely charming and glib, but if insulted or thwarted his face can suddenly assume a frightful, almost demonic aspect. He is vengeful beyond all reason, quite willing to stretch his revenge over years, and generations. His cruel mistreatment by Hindley has turned Heathcliff into a sadist who enjoys hurting those who fall under his power.

At this point in Heathcliff’s life he is focused on become wealthy by any means necessary – both so he might marry and possess his beloved Catherine, and have the power to ultimately destroy her brother Hindley. Heathcliff loves Catherine Earnshaw with a fierce, mad passion that will allow no rivals. He will have mere sex with another woman of course, but it is impossible for anyone to replace Cathy in his heart. He is well aware that their love can only end in pain, but would rather suffer in Hell with her than be in Heaven alone. His True Love for Catherine means he enjoys a +3 Bonus whenever he is gambling, or otherwise doing anything to make him wealthy enough for her to accept him as a suitable husband.

Note that while Heathcliff himself may talk about Catherine Earnshaw’s capricious, histrionic, and selfish behavior, anybody else who dares to speak of her in anything less than the most glowing terms should be prepared for a savage beating. Even agreeing with him when he complains of her inconstancy will provoke a violent reaction.

When role-playing Heathcliff, remember that he is one of the great Byronic Heroes of English literature. He should project an intensely magnetic sexuality, combined with the constant underlying threat of imminent violence.

Heathcliff in Your Game: Heathcliff is here depicted in the middle of the three-year period between when he fled Wuthering Heights as a barely literate servant, and his eventual return as a wealthy gentleman. Explaining how Heathcliff becomes rich makes a great premise for an Affair. Did he discover treasure while serving in the military, have adventures in America, or perhaps become a highway robber? When he reappears at Wuthering Heights he will evidence great skill at gambling, and will eventually also show himself to be an accomplished actor (able to craftily play the part of a long-suffering uncle to the young and naive Cathy Linton, for example). That suggests he has been using Sleight of Hand to cheat at cards and dice, while perhaps pursuing a career in theater. A suitably Gothic possibility, however, is that his wealth comes from a Pact with Satan, or a dark Fairy Lord.

However the Presenter decides Heathcliff eventually becomes rich, he will devote himself to developing his mind. Whenever Heathcliff gains a Level, increase his Intelligence by 1. By the time he returns to Wuthering Heights in 1783, he will be a 5th Level character with an Intelligence of 12. By 1800 (when he fulfills his cunning plan to become master of both Wuthering Heights and Thrushcross Grange) he will be a 10th Level character with an Intelligence of 17. In addition, his Perversity should also rise after Catherine’s death, to 18 by 1800.

Heathcliff suspects that he may actually be Catherine’s half-brother, but if anything the possibility of such a transgression delights rather than horrifies him.

Heathcliff”s physical appearance closely matches traditional depictions of lycanthropes, and the Presenter might decide to give him a Level of Werewolf. Perhaps the Curse was inflicted on him as the Preternatural price for his acquisition for wealth. Similarly, if Heathcliff is killed before returning to Wuthering Heights, he will, of course, rise again as a Vampyre (with the Vampyric Power Ghoulish Appetite). In any case, Heathcliff and Catherine are damned to eventually roam the moors together in restless death, a fate which they would freely choose in preference to Paradise.

Source: “Wuthering Heights” by Emily Brontë

Now on YouTube: Session Two of “The Bedevilled Birthright”

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The second session of “The Bedevilled Birthright” has been posted to Youtube.

Be sure to check out the first session, if you haven’t already.

Once again, “thank you” to everyone involved!

The Clockwork Impostor – A New Creature Inspired by E.T.A. Hoffmann

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The Automaton Exhibition 1826 at Gothic Hall in Haymarket London

Around the same time Mary Shelley was creating “Frankenstein” in 1816, German Romantic E.T.A. Hoffmann wrote “The Sandman”, one of the first stories to explore the horrific implications of android technology. Shows of humanoid automata were in fact quite popular throughout the 18th and 19th centuries, and it was widely believed that the chess-playing machine called “The Turk” represented the invention of actual artificial intelligence. Although “The Turk” later proved to be actually a puppet fraudulently operated by a hidden person, it inspired many of the advances in technology that ultimately flowered into modern computing and robotics.

Clockwork Impostor

An automaton designed to cleverly mimic a real human being.

Creature Class: Monster (can be used as a Monstrous Servant)
Number Appearing: 1 – 10
Initial Impression: A person with attractive facial features, but a noticeably stiff manner.
Size: Human-sized

Perversity: 9
Disposition: Determined
Charisma: 9 Intelligence: 9 Wisdom: 9
Strength: 9 Dexterity: 9 Constitution: 9
Speed: 9

Armor Class: 4
Hit Dice: 1
Attacks: 1 (fist or weapon)
Special Abilities: Programmed Skills; Fearless; Immune to Poison, Disease, and Nausea; Immune to Fascination Effects.
Weaknesses: Limited Vocabulary, No Sense of Taste or Smell.
Assets: None
Afflictions: Dull Conversationalist
Preternatural Powers: None

Natural Habitat: The laboratories of Mad Scientists, cabinets of curiosities, salons, and balls.
Level: 1

A Clockwork Impostor is a creation of Mad Science – a sentient automaton of wood, metal gearing, India rubber, oilcloth, human hair, and wax that masquerades as a real human being. They are made to be servants, companions, and even assassins, and will be dressed in clothing appropriate to their apparent gender and use. They are intelligent, but noticeably dull in conversation. Clockwork Impostors are self-aware and capable of some independent decision making, but will never disobey a command given to them by their creator. They can ape the expression of love, but never actually feel the emotion.

Despite representing the height of automaton technology, a Clockwork Impostor is still not a perfect imitation of a human being. A successful Wisdom Check will reveal that the thing moves in a curiously stiff manner, its face is strangely inexpressive, and its eyes seem lifelessly glassy. It possesses no body heat or odor. A Clockwork Impostor is not usually able to consume food or drink, a fact that can be used to reveal its true nature. Its vocabulary is limited, and it has trouble reacting appropriately to unexpected situations. And of course, it needs to be wound up every 8 hours (unless its creator is also capable of fitting it with a device that provides Perpetual Motion).

Sometimes a Clockwork Impostor is built to impersonate and replace a specific person. Acquaintances of that person are entitled to a Wisdom Check (made secretly by the Presenter). Those that succeed will know that the Impostor is not who it claims to be – although the realization will not extend to knowing the true nature of the thing.

Clockwork Impostor Special Abilities

Programmed Skills: A Clockwork Impostor is programmed to possess the skills of a Profession, such as Musician or Soldier. This ability is similar in every respect to an Everyman’s Profession, allowing the Impostor to automatically succeed at simple tasks, and granting a +1 Bonus on attempts to do extraordinary work. Some Clockwork Impostors are built so that they can be reprogrammed for different Professions, by exchanging toothed metal cylinders located inside their bodies. In all cases, however, a Clockwork Impostor is incapable of true creativity – it can faithfully imitate, but never innovate. One can be programmed to be a painter capable of flawlessly accurate portraits, but it will have no imagination to depict anything it does not actually see. A Clockwork Impostor could sing a song written by another, but not compose a new one of their own.

Fearless: Clockwork Impostors have no regard for their own safety, and never check Morale.

Immune to Fascination Effects: A Clockwork Impostor is immune to all Preternatural effects which manipulate minds or emotions.

Immune to Poison, Disease, and Nausea: Since it has no flesh or organs, a Clockwork Impostor cannot be poisoned, catch disease, or be nauseated. Likewise, it cannot be harmed by smoke inhalation, or toxic fumes.

Clockwork Impostor Weaknesses

Limited Vocabulary: A Clockwork Impostor’s spoken vocabulary is limited to about 100 distinct words and phrases (although it can understand anything said to it in the language it is programmed to speak). Observant people may notice how the Impostor constantly asks the same questions, and repeats the same answers. Clockwork Impostors are seldom programmed with many proper names in their vocabulary, and so may avoid addressing people directly.

No Sense of Taste or Smell: A Clockwork Impostor can see, hear, and feel, but cannot detect odors, or taste flavors.


Clockwork Impostor (for OSR games)
Number Appearing: 1 – 10
Size: Medium
Alignment: Neutral
Morale: Never checks Morale
Intelligence: 10
Move: 120′ (or 12”, or 30 ft.)
Armor Class: 6 (or 14)
Hit Dice: 1
Attacks & Damage: 1 punch (1d4), or 1 weapon (by weapon type)
Special:
* Possesses a Secondary Skill, Profession, or Non-weapon Proficiency
* Immune to all Mind Magic
* Immune to Poison and Poison Gas
* Immune to Disease
* Immune to Nausea effects
* Spoken vocabulary limited to 100 words and phrases.
* No Sense of Smell or Taste
* If observer Saves versus Spells they will notice the Impostor is not what it seems.
Saves: As Fighter 1
Challenge: a single 2nd Level character, or two 1st level characters.

Hunter’s Song by William Rutter – Now the First Official Ghastly Affair Novel!

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From the author’s description:

“Georgian London, the late eighteenth century: a time of social decadence and political upheaval.

Lila Davenport was born a noble heiress, but when tragedy strikes she is outcast from her inheritance. Now a hunter of the demonic forces which stalk the shadows, Lila finds herself the target of a supernatural enemy more terrible and cruel than she could have imagined.

But how will she prevail when even those closest to her are not what they seem? Her journey will take her across a Europe torn by revolution, and down into the darkest depths of her own heart…”

Get your copy on Amazon and DriveThruFiction today!

Another Actual Play Video for Ghastly Affair

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The first session of “The Bedevilled Birthright” has been posted to Youtube. If you’re interested in seeing Ghastly Affair in actual play, check it out!

A big “thank you” to everyone involved!

Ghastly Affair PDFs Now Unleashed on DriveThruRPG!

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Since their debut on DriveThruRPG, the “Ghastly Affair Player’s Manual” and “Ghastly Affair Presenter’s Manual” have been screened from general view behind the “Adult Content” filter. This was a decision I made, to respect the standards of the site. After consultation, however, I have decided to remove the “Adult Content” filter. There has been no editing or alteration of the text or illustrations – simply a reconsideration of my original decision.

Ghastly Affair is now unleashed! If you’d like to experience the decadent horror and dark romance of authentic Gothic role-playing, take a look at the Ghastly Affair PDFs today!

And of course, both the “Ghastly Affair Player’s Manual” and “Ghastly Affair Presenter’s Manual” remain available in softcover print on Amazon.

The Leeds (or, Jersey) Devil – For Ghastly Affair and other OSR Games

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I’ve previously written up the Jersey Devil for Castles & Crusades, as the “Pine Devil”. Here is the beast redone for use with Ghastly Affair, and other OSR games. Although the creature is now commonly known as the “Jersey” Devil, in the 18th and 19th centuries it was called the “Leeds” Devil.

Leeds Devil

A chimeric monster that haunts the desolate pine forests of southern New Jersey

Creature Class: Monster
Number Appearing: 1
Initial Impression: A bat-winged creature like a dog walking upright, with a horse’s head, and a long, split tail.
Size: Human-sized

Perversity: 13
Disposition: Goading
Charisma: 10 Intelligence: 7 Wisdom: 12
Strength: 15 Dexterity: 15 Constitution: 15
Speed: 9 walking, 17 flying

Armor Class: 4
Hit Dice: 4
Attacks: 1 (claws or bite)
Special Abilities: Paralyzing Gaze, Nightvision
Weaknesses: Distracted by Food
Assets: Stealthy, Resistant to Preternatural Effects
Afflictions: None
Preternatural Powers: Dimension Door (6 times a day)

Natural Habitat: The Pine Barrens of New Jersey
Level: 5

The Leeds Devil is a monster that haunts the British colony (and later, State) of New Jersey. It lurks among the stunted pines that cover the southern portion of the region, preying on small animals (and the livestock of neighboring farms). It will usually harass, rather than directly attack, a full grown person, but it enjoys the taste of infants and children. On occasion it will roam to Philadelphia or New York City, but always eventually returns to its gloomy home. It is said to have been first created in the early part of the 18th century, when the witch Mother Leeds cursed her offspring to be born a monster (as per the preternatural Effect Monstrous Offspring). There may in fact have been more the one Leeds Devil created by the witches of the Pine Barrens, although only one has ever been seen at a time. If it is a unique creature, there appears to be no limit to its lifespan. If more are being created, they are likely under the command of the witches who give them birth.

Physically, the Leeds Devil resembles a large, lean dog walking upright on its hind legs, but with the arms of a man. The head, however, is like that of horse, but with sharp teeth. Its hands are clawed, and its feet are cloven-hoofed. A pair of smallish, bat-like wings sprout from its back. Trailing behind it is a long, rat-like tail that splits into three ends. The beast makes an unnerving hissing sound that can frighten animals.

The most famous witness to the Leeds Devil was Joseph Bonaparte, former King of Spain (and brother of Napoleon). After being exiled from Europe in 1816 he eventually settled in Bordentown, New Jersey, where he encountered the Devil while out hunting one night. He was paralyzed by the sight of the hissing creature, which then took flight. Joseph sought many times to find the creature again, but was never able to.

Leeds Devil Special Abilities

Paralyzing Gaze: Anyone meeting the gaze of the Leeds Devil must make a Wisdom Save or be Paralyzed for 5 Rounds.

Frightful Hiss: Any ordinary animal that hears the hiss of the Leeds Devil must immediately make a Morale Check.

Dimension Door: The Leeds Devil can use its Preternatural Power of Dimension Door 6 times a day.

Leeds Devil Weakness

Distracted by Food: The Leeds Devil is essentially a hungry predator, and will break off combat to follow easily obtainable fresh meat. That includes crying babies!

Leeds (Jersey) Devil (for OSR games)

Number Appearing: 1
Size: Medium
Alignment: Neutral
Morale: 10 (or 14)
Intelligence: 7
Move: 120′ (or 12”, or 30 ft.); Flying 360′ (or 36”, or 70 ft.)
Armor Class: 6 (or 14)
Hit Dice: 4
Attacks & Damage: Bite (1d8); or Claw (1d6) Claw (1d6)
Special:
* Magic Resistance: 30%
* See in low light as if daylight.
* Paralyzing Gaze: Make a Constitution save or be Paralyzed for 5 Rounds.
* Frightful Hiss: causes ordinary animals to check Morale.
* Dimension Door: 6 times a day.
Saves: As Fighter 4
Treasure: 1,000 gp worth of rare skins, medicinal plants, valuable shells, raw gemstones, and possible incidental jewelry from eaten children.
Challenge: Four 5th Level characters.

Ghastly Affair Creatures for Other OSR Games

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Here’s a guide to converting the creature stat-blocks of Ghastly Affair for use in other Old School and OGL role-playing games. Obviously, you can also work the system backwards to translate into the Ghastly Affair format.

A Ghastly Affair creature:

Reanimated Wretch

Number Appearing: 1
Initial Impression: An enormous humanoid with grotesque facial features and a muscular, yet sickly look.
Size: Large (7 – 8′ tall)

Perversity: 13
Disposition: Curious
Charisma: 8 Intelligence: 9 Wisdom: 10
Strength: 40 Dexterity: 18 Constitution: 18
Speed: 10

Armor Class: 6
Hit Dice: 5
Attacks: 1 (strike or weapon)
Special Abilities: Difficult to Control, Fast Learner
Weaknesses: Emotional Instability
Assets: Resistant to Cold
Afflictions: None
Preternatural Powers: None

Natural Habitat: A Mad Scientist’s lair, or any isolated place.
Level: 5

Reformatted for other OSR games:

Reanimated Wretch

Number Appearing: 1
Size: Large (7 – 8′ tall)
Alignment: Chaotic (or Chaotic Neutral)
Morale: 9 (or 11)
Intelligence: 10
Move: 150′ (or 15”)
Armor Class: 4 (or 16)
Hit Dice: 5
Attacks: 1 strike or weapon
Damage: 2d8 (as a Hill Giant)
Special:
* Strong as a Hill Giant.
* 18 Dexterity.
* Attempts to Magically charm or otherwise control the creature will result in it behaving randomly.
* Learns twice as fast as an ordinary person.
* +3 on Saving Throws against Cold.
* Highly emotional, easily angered, and prone to murderous outbursts
Saves: as Fighter 5
Challenge: Four 4th Level characters.

Doing conversions, line-by-line:

Creature Class can be translated in a common-sense way where needed. It makes little mechanical difference in most OSR games, and doesn’t usually need to be indicated on the stat-block.

Number Appearing needs no translation.

Initial Impression is likewise purely descriptive.

Size is self-explanatory, and translates directly for OSR systems where weapon damage varies by the size of the opponent.

Perversity converts to “Alignment” in the following ways:

GA Perversity Equivalent Alignment (3 choices)
1 – 6 Lawful
7 – 12 Neutral
13 – 20 Chaotic
GA Perversity Equivalent Alignment (5 choices)
1 – 6 Good
7 – 8 Lawful
9 – 12 Neutral
13 – 14 Chaotic
15 – 20 Evil
GA Perversity Alignment (9 choices)
1 – 3 Lawful Good
4 – 6 Neutral Good
7 – 8 Lawful Neutral
9 – 10 Neutral
11 – 12 Chaotic Good
13 – 14 Chaotic Neutral
15 – 16 Lawful Evil
17 – 18 Neutral Evil
19 – 20 Chaotic Evil

Some Ghastly Affair creatures, such as Demons and Devils, should simply be assigned their appropriate Alignment in the system being used.

Disposition can be used to assign “Morale” as follows:

GA Disposition Morale (range: 2 – 12) Morale (range: 2 – 20)
Determined 12 20
Aggressive 11 17
Goading 10 14
Curious 9 11
Friendly 8 10
Scheming 6 7
Cautious 5 6
Shy 3 4
Cowardly 2 2

Disposition may may also interact with certain spells and abilities (such as those which target “aggressive” beings, etc.) Note: under the Ghastly Affair rules, a Morale Check is made by rolling under Charisma.

Charisma, Intelligence, Wisdom, Strength, Dexterity, and Constitution generally translate directly to most other OSR systems, when necessary. However, an Ghastly Affair Intelligence of 9 (average human) should be translated as a 10. Also, Ghastly Affair handles super-normal strength differently than most other OSR rules. Use the following table to figure the equivalent Strength for your system from the GA score:

GA Strength Strength in other OSR Systems
19 18 (50)
20 18 (00) (or equivalent to an Ogre)
21 – 50 19 (or equivalent to a Hill Giant)
51 – 100 20 (or equivalent to a Stone Giant)
101 – 200 21 (or equivalent to a Frost Giant)
201 – 300 22 (or equivalent to a Fire Giant)
301 – 400 23 (or equivalent to a Cloud Giant)
401 – 500 24 (or equivalent to a Storm Giant)
501+ 25

If a GA creature’s Dexterity score is 15 or above, it can be noted in the creature’s description as a “Special” characteristic.

Speed can be converted to your system’s “Move” or “Speed” by using the following table, based on the speed of an unencumbered human being.

GA Speed Move (base 120” or 12”) Speed (base 30′)
1 – 2 10′ or 1” 10 ft.
3 – 4 30′ or 3” 15 ft.
5 – 6 60′ or 6” 20 ft.
7 – 8 90′ or 9” 25 ft.
9 120′ or 12” 30 ft.
10 150′ or 15” 35 ft
11 180′ or 18” 40 ft
12 210′ or 21” 45 ft.
13 240′ or 24” 50 ft.
14 270′ or 27” 55 ft.
15 300′ or 30” 60 ft.
16 330′ or 33” 65 ft.
17 360′ or 36” 70 ft.
18 390′ or 39” 75 ft
19 420′ or 42” 80 ft.
20 450′ or 45” 85 ft.

Armor Class is easy to translate:

  • In descending AC systems, subtract the Ghastly Affair Armor Class from 10.
  • In ascending AC systems, add the Ghastly Affair Armor Class value to 10.

Hit Dice work the same as in most other OSR systems, but note that Ghastly Affair creatures aren’t assigned additional Hit Points in addition to their Hit Die (for example: 1+1, or 5+5). Add such additional Hit Points where appropriate. Also, Ghastly Affair generally only uses d6 to determine Hit Points, so use the appropriate Hit Die size (d8, d12, etc.) for your chosen system.

Attacks made by creatures are handled slightly differently in Ghastly Affair than in most other OSR systems. Most Ghastly Affair creatures only roll once to represent all their attacks in a Round, doing damage equal to 1d6, + the number of their Hit Dice. If the description indicates that the creature’s attack is actually composed of several different elements (such as a bite and 2 claws), translate the separate attacks of a Small creature as inflicting 1d4 points of Damage each, those of a Human-sized creature as inflicting 1d6 points each, and those of a Large creature as inflicting 1d8 points each. The attacks of particularly large creatures (over 20 feet) might do 1d10, or 1d12 each. Creatures with a humanoid shape who have Strength equal to a Giant’s can inflict the same damage per attack as the corresponding giant type.

Special Abilities will generally translate directly to the “Special”, “Special Attacks” and “Special Defenses” sections of other OSR monster stat-blocks.

Weaknesses are an important element of Ghastly Affair creatures, but don’t generally correspond to anything on the monster stat-blocks of most other OSR systems. They can be indicated on the “Special” line, if present.

Assets don’t directly translate to most OSR systems, but can be interpreted as “Specials” granting +3 bonuses on related Saving Throws, skill checks, proficiency checks, or Ability checks.

Afflictions likewise don’t directly translate to most OSR systems, but can be interpreted as “Specials” inflicting -3 penalties on related Saving Throws, skill checks, proficiency checks, or Ability checks.

Preternatural Powers correspond directly to “Spell-like Abilities”, and can be indicated in the “Special” or “Special Attacks” section.

Natural Habitat is largely self-explanatory.

Level most directly translates to systems where dungeons have Levels rated from I to X. It can be used to figure how challenging an individual creature would be to the average adventuring party of four in the following way:

    • An “Animal” would challenge a party whose average character Level is equal to ½ its own.
    • An individual Human “Antagonist” would challenge a party whose average character Level is equal to ½ their own Level, except for Magicians and Mad Scientists, who could individually challenge a adventuring party of their own Level.
    • A “Fairy” would challenge a party whose average character Level is one higher than its own.
    • A “Monster” would challenge a party whose average character Level is one lower than its own.
    • A “Revenant” would challenge a party whose average character Level is equal to its own.

    Each additional Creature in a group past the first generally raises the Level of adventurers need to handle them by one (if Animals, Adversaries, Monsters or Revenants), or by two (if Fairies or Spirits). A single Ghastly Affair Goblin (a Fairy with Preternatural Powers) can challenge four 2nd Level OSR adventurers, but 2 GA Goblins can challenge four 4th Level OSR adventurers.

    Note that a Ghastly Affair creature’s listed Level is not rated on an absolute scale, but relative to other creatures of its own Class.

    Further Notes on Conversions:

    In systems where Monster Savings throws can vary, a Ghastly Affair creature has the “Save As” value of a Fighter of its own Level, or else as a Magic User (if it has Preternatural Powers).

    Ghastly Affair doesn’t use “Magic Resistance”. If your system does, simply assign appropriate creatures (Fairies, Angels, Devils, and Demons) 5% Magic Resistance per point of Wisdom.

    Lastly, Ghastly Affair creatures have no listed XP values, because characters in Ghastly Affair do not receive Experience Points for defeating creatures. Figure the XP values in whatever method your chosen rules-set suggests.

    If you play Savage Worlds, Sean Tait Bircher (of the Wine & Savages blog) has done a series converting the Adversaries from the Ghastly Affair Presenter’s manual into Savage Worlds terms. I recommend giving it (and Sean’s other work) a look.

Seven League Boots – Another Weird Object for the Ghastly Affair RPG

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The wearer of Seven League Boots can traverse up to 21 miles in the time it takes to take a single step. However, the wearer will be just as tired as if they had actually walked the entire distance without stopping, and so suffer the Affliction “Fatigued” (-3 on all Ability Checks) until they can get a full night’s rest.

If the wearer tries to use the magic of the Boots a second time in a single day, they must Save versus Constitution or be reduced to 0 Hit Points (and thus fall down completely incapacitated) at the end of their journey.

If the wearer avoids becoming incapacitated, and tries to use the Boots a third time in a day, they must save versus Constitution or die from exhaustion at the end of their trip. If they survive, they must likewise Save or die with every seven-league step attempted thereafter, until the wearer has had a chance to sleep.

Remember that all Constitution Saves made after the taking first step are made with a -3 Penalty from being “Fatigued”.

Blasting Rod – A New Weird Object for the Ghastly Affair RPG

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The Blasting Rod is an exceptionally dangerous item, as hazardous to those who employ it as to their enemies. Physically, it is a rod of hazel wood the length of a man’s forearm, with forked ends that terminate in sharply pointed steel caps. It grants its possessor numerous malevolent powers, but also physically damages them, and can quickly cause madness. Naturally, the ceremony to create a Blasting Rod is exactingly difficult.

By pointing a Blasting Rod at a Spirit or Fairy, the User can Banish it to its natural abode, without a Saving Throw, and regardless of the creature’s might or status. Even Lucifer himself cannot resist the power of a Blasting Rod. Using the Rod in this way causes the User to suffer Lethal Damage equal to the Level of Spirit banished, and they must also make a Charisma Check or have their Perversity increase by the same amount.

Similarly, by suffering 1 point of Lethal Damage, and risking a 1 point increase in Perversity, the User can fling an Elf Stroke.

By suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity, the User can shoot a Lightning Bolt.

The User can Raise Storm by suffering 5 points of Lethal Damage, and risking a 5 point increase in Perversity.

By suffering 3 points of Lethal Damage and risking a 3 point increase in Perversity, the User can create a Gust of Wind.

The user can Call Lightning by suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity.

By suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity, the User can Blast Crops.

The User can Bewitch Cattle by suffering 2 points of Lethal Damage, and risking a 2 point increase in Perversity.

By suffering 2 points of Lethal Damage, and risking a 2 point increase in Perversity, the User can inflict Barrenness.

Furthermore, the Blasting Rod can also serve as a regular Magical Implement for the the use of Invocations already known. If employed in that way, the Magician only suffers the usual Nonlethal Damage.

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